Clipped 3D Object Rendering for XR Cross-Section Visibility
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Solution Overview
Problem
Existing techniques for rendering 3D objects in extended reality (XR) environments are inefficient when portions of the objects are clipped by clipping planes, leading to unnatural disappearance and visibility issues.
Innovation Solution
Distinguish between camera-facing and non-camera-facing faces of a 3D object's mesh and apply different rendering treatments, such as solid color filling for non-camera-facing faces, to create a lightweight visual effect that mimics a solid surface parallel to the clipping plane, without requiring full 3D mesh modeling.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If traditional rendering techniques are used for clipped 3D objects, then the rendering process is simple, but the visual result is unnatural and objects may disappear or become invisible
Solution Approach 1:
The patent segments the 3D object's mesh into camera-facing faces and non-camera-facing faces, applying different rendering treatments to each segment. This segmentation allows the system to maintain visual realism by rendering camera-facing faces with full detail while using simplified representations for non-camera-facing faces, resolving the contradiction between visual quality and rendering complexity.
Solution Approach 2:
The patent applies local quality by rendering different portions of the 3D object with different levels of detail and complexity. Camera-facing faces receive high-quality rendering with textures and lighting, while non-camera-facing faces use solid color fills. This localized differentiation maintains overall visual realism while reducing total rendering complexity.
2Reliability
If full 3D mesh modeling is used to maintain solid surface appearance, then visual realism is improved, but computational resources and processing time increase significantly
Solution Approach 1:
The patent uses cheap, simplified visual representations (solid color fills) for non-camera-facing faces instead of expensive full 3D mesh modeling. These simplified representations are sufficient for maintaining the illusion of solid surfaces without requiring computationally intensive operations, thus improving rendering efficiency while preserving visual realism.
Solution Approach 2:
The patent applies partial action by rendering only the necessary portions of the 3D object with full detail (camera-facing faces), while using simplified representations for other portions (non-camera-facing faces). This partial rendering approach maintains visual realism where it matters most while improving overall rendering efficiency.
3Productivity
If different rendering treatments are applied to camera-facing and non-camera-facing faces, then rendering efficiency is improved, but the implementation complexity increases
Solution Approach 1:
The patent segments the rendering process into distinct stages: identifying camera-facing vs. non-camera-facing faces, rendering camera-facing faces with full treatment, and rendering non-camera-facing faces with simplified treatment. This segmentation of the rendering pipeline makes the implementation manageable while achieving significant efficiency improvements.
Solution Approach 2:
The patent extracts and handles non-camera-facing faces differently from camera-facing faces, removing them from the full rendering pipeline and applying a simplified rendering path. This extraction reduces the complexity of the overall rendering system while maintaining efficiency benefits.
Data Source
AI summary
Techniques are disclosed for implementing systems for rendering clipped versions of 3D objects in a computationally efficient manner, e.g., for use in extended reality (XR) environments. The techniques are designed to render the camera-facing faces and the non-camera-facing faces of a 3D object's mesh differently and, optionally, according to a clipping plane that intersects the 3D object's mesh. According to some implementations, a solid color fill visual treatment may be used for the non-camera-facing faces of a 3D object's mesh, which creates a visual effect giving the appearance of a solid surface corresponding to the cross-section of the 3D object as it is clipped by the clipping plane. The techniques disclosed herein address an issue wherein portions of a clipped 3D object may seem to “disappear” in the XR environment, i.e., rather than rendering as a representation of a cross-sectional view of the 3D object parallel to the clipping plane.


